Great work as always! Love the performance improvements (it's barely been an issue for me now on my system) and other bug fixes (especially with that G36). It's great to have new content to mess around with, as always. I have noticed though that Smolensk seems to be done in a lighter shade of green than in concept art though. I have mixed feelings about this, although it's nice to have a fully developed nature map done with Unreal Engine 4. I do commend the revised layout for the map though, so that action in my experience has been less concentrated on one zone (Zone Alpha tends to lack action, but I find it better than two zones in the first version of Smolensk being devoid of action). I love seeing full servers again as well, and although I do want a chance to play with a large amount of people, I hope more take interest.
The introduction of the M4 MWS has also introduced a conundrum for me - I like it, because it is an easy to use gun for many situations, with a decent fire rate and decent accuracy. What I don't like about it is its long reload time for a 30-round assault rifle, especially compared to even the AK-15 and derivatives (the M416 IME also has this issue with reload time). This leads me to prefer the MSBS-K for its faster reload time and overall similar handling to the M4. What I mostly dislike about the MSBS-K is its firing sound as it seems to sound fake and cheap to me, but I'll need to find out how it sounds with a suppressor.
The SA80 looks like an expensive gun to own if you want performance improvements with it, since you need additional money to change the handguard in order for it to accept certain attachments (like a flashlight and a grip). I hope that pricing in this game will be reworked - this gun has proven that the "bodyparts" section of the gun customization options is NOT cosmetic unlike for other guns. I would also like to see the "bodyparts" section also improve gun stats, such as with adding stocks for the DMG and improving recoil and/or accuracy.
I've noticed that there's no option to save gun customizations - I hope they get fixed soon. I can live without it but they have been convenient for me.
The lower ammo pool has made me consider also the guns that I should choose as well. since I now more frequently find myself needing to refill on ammo. I think this brings on a good element of challenge to the game and helps encourage better trigger discipline (not that that matters, I guess, but for those who want some immersion, I believe this is nice), or otherwise better teamwork. I am thinking though about how an increased amount of ammo boxes on a map will impact performance, especially on lower-end systems.
I like the maps having grids - I believe this has been something I requested, although I'm not sure if this will be apparent to players as to whether these grids are useful to them, like in PUBG (they show 100 metre increments).
I do agree with someone in a post (don't remember which) on the commo-rose system. The fact that it's two-layered seems a little cumbersome, especially for a faster-paced game like this. I think it should be revamped to encourage more tactical use; even though players can press numbers as shortcuts with the commo-rose menu, they're hard to reach unless one has a numpad and/or certain gaming mice. I find comfort at least in being able to mark an empty zone as having enemies by double-tapping the spot button (I've bound it to Left Alt, normally, it's X).
I like that the repair kit repairs vehicles like in the base - it would encourage them to stay in the battlefield for longer, provided you have a team who will work towards repairing it.
I do hope the Steam discount (which makes the game similar in price to Cities: Skylines when it was also on sale, and possibly similar to CS:GO before it was made free to play) encourages more people to play the game. I love that this game has proven to be a viable Battlefield alternative. Its quality has been stellar, and the mechanics and content make the game more interesting as well.